I have experience working in AAA studios from early alpha to ship with Design Support and Quality Assurance. I thrive when collaborating with others to create new experiences and bring collective visions to life.

Studio Projects

  • Battlefield 1 Expansions

    Dev/Publisher: Dice LA / EA
    Platform: PS4, Xbox One, Win 10
    Role: Quality Assurance Analyst
    Time on Project: Final Year

    Main Responsibilities:
    - Writing Design Documents and Test Cases
    - Running Manual Smoke Tests
    - Point of Contact for Game Modes

  • The Last of Us Part II

    Dev/Publisher: Naughty Dog / Sony
    Platform: PS4
    Role: Design Support and QA
    Time on Project: Roughly one year (Beta to Ship)

    Main Responsibilities:
    - Point of Contact for Ch.6 Seattle Day 01
    - Visibility bounding volumes setup for optimization.
    - Authoring and editing NavMesh for NPCs.
    - Adjusting properties on materials and collision.

  • The Last of Us Multiplayer

    Dev/Publisher: Naughty Dog/ Sony
    Role: Design Support and QA
    Time on Project: 4+ years (Concept to Alpha)

    Main Responsibilities:
    - Point of Contact for Environment and NavMesh
    - Visibility bounding Volumes setup for optimization.
    - Scripting and setting up trigger volumes to load/unload NavMesh
    - Authoring training levels for new hires

  • The Last of Us Part I

    Dev/Publisher: Naughty Dog
    Platform: PS5
    Role: Design Support and QA
    Time on Project: Six months (OT)

    Main Responsibilities
    -Platinum runs for stability
    - Assisted with NavMesh and Visibility Bugs

  • Uncharted The Legacy of Thieves Collection

    Dev/Publisher: Naughty Dog
    Platform: PC
    Role: Design Support and QA
    Time on Project: Two Months (OT)

    Main Responsibilities:
    - Platinum runs for stability
    -Feedback on User Experience for PC

Naughty Dog

2018 – Current

In a Design Support role, I took every opportunity to learn the tools and become versatile to assist with prototypes and improving game quality. I took quality ownership as a point of contact for different systems and levels.

Dice LA

2017 - 2018

As an QA Analyst, solving problems of how to best document tasks and requirements in a clear and constructive manner was a daily task for me, and one that I took great pleasure in. I showed strong time management skills as I kept to tight deadlines with our studios monthly releases. I performed manual smokes on builds to make sure they were stable for play tests and artists. Being able to play content in its earliest stages and write test plans on how to break the game, so that it is more stable and polished for the fans, was the most satisfying.